贪吃蛇
帧,如果时间片足够小,就是动画 一秒30帧 60帧
连起来是动画,拆开就是静态的图片!
键盘监听
定时器Timer
重点:
处理是一个一个加上去的,逐步完善的!
不是一下就都实现的。
StartGame.java
package com.mysoft.snake;
import javax.swing.*;
import java.awt.*;
//游戏的主启动类
public class StartGame {
public StartGame() {
}
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setBounds(10, 10, 900, 720);
frame.setResizable(false);//窗口大小不可变
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
//正常游戏界面都应该在面板上
frame.add(new GamePanel());
frame.setVisible(true);
}
}
Data.java
package com.mysoft.snake;
import javax.swing.*;
import java.net.URL;
//数据中心
public class Data {
//相对路径 tx.jpg
//绝对路径 / 相对于当前的项目
public static URL headerURL = Data.class.getResource("static/header.png");
public static ImageIcon header = new ImageIcon(headerURL);
public static URL upURL = Data.class.getResource("static/up.png");
public static URL downURL = Data.class.getResource("static/down.png");
public static URL leftURL = Data.class.getResource("static/left.png");
public static URL rightURL = Data.class.getResource("static/right.png");
public static ImageIcon up = new ImageIcon(upURL);
public static ImageIcon down = new ImageIcon(downURL);
public static ImageIcon left = new ImageIcon(leftURL);
public static ImageIcon right = new ImageIcon(rightURL);
public static URL bodyURL = Data.class.getResource("static/body.png");
public static ImageIcon body = new ImageIcon(bodyURL);
public static URL foodURL = Data.class.getResource("static/food.png");
public static ImageIcon food = new ImageIcon(foodURL);
}
GamePanel.java
package com.mysoft.snake;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Random;
//游戏的面板
public class GamePanel extends JPanel implements KeyListener, ActionListener {
//定义蛇的数据结构
int length; //蛇的长度
int[] snakeX = new int[600];//蛇的x坐标 25*25
int[] snakeY = new int[500];//蛇的Y坐标 25*25
String fw;//初始方向
//食物的坐标
int foodx;
int foody;
Random random = new Random();
int score;
//游戏当前的状态:开始,停止
boolean isStart = false;//游戏是不是开始!
//游戏失败
boolean isFail = false; //游戏失败状态
//定时器 以ms为单位 1000ms=1秒
Timer timer = new Timer(100,this);//100毫秒执行一次!
//构造器
public GamePanel() {
init();
//获得焦点和键盘事件
this.setFocusable(true); //获得焦点事件
this.addKeyListener(this);
timer.start();//游戏一开始定时器就启动
}
//初始化方法
public void init() {
length = 3;
snakeX[0] = 100;
snakeY[0] = 100;//头的坐标
snakeX[1] = 75;
snakeY[1] = 100;//第一个身体的坐标
snakeX[2] = 50;
snakeY[2] = 100;//第二个身体的坐标
fw = "R";//初始方向向右
score = 0;
//把食物随机分布在界面上
foodx = 25 + 25 * random.nextInt(34);
foody = 75 + 25 * random.nextInt(24);
}
//绘制面板,我们游戏中的所有东西,都是用这个画笔来画
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);//清屏
//绘制静态的面板
this.setBackground(Color.white);
Data.header.paintIcon(this, g, 25, 11);//头部广告栏画上去
g.fillRect(25, 75, 850, 650);//默认的游戏界面
//画积分
g.setColor(Color.white);
g.setFont(new Font("MS ゴシック", Font.BOLD, 18));//设置字体
//g.drawString("积分是:" + String.valueOf(score * 10), 700, 50);
g.drawString("长度:" + length, 750, 35);
g.drawString("得分:" + score, 750, 50);
//画食物
Data.food.paintIcon(this, g, foodx, foody);
//把小蛇画上去
//Data.right.paintIcon(this,g,snakeX[0],snakeY[0]);//蛇头初始化向右,需要通过方向来判断
switch (fw) {
case "U":
Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化,需要通过方向来判断
break;
case "D":
Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
case "L":
Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
case "R":
Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
default:
Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);
}
for (int i = 1; i < length; i++) {
Data.body.paintIcon(this, g, snakeX[i], snakeY[i]);//身体的坐标
}
//游戏状态
if (isStart == false) {
g.setColor(Color.white);
g.setFont(new Font("MS ゴシック", Font.BOLD, 32));//设置字体
g.drawString("按下空格开始游戏", 300, 300);
}
if (isFail) {
g.setColor(Color.red);
g.setFont(new Font("MS ゴシック", Font.BOLD, 32));//设置字体
g.drawString("游戏失败,按下空格重新开始", 300, 300);
}
}
@Override
public void keyTyped(KeyEvent e) {
}
//键盘的监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
System.out.println("keyPressed=> " + keyCode);
//if (keyCode == KeyEvent.VK_SPACE) {
// isStart = !isStart;//取反
//}
if (keyCode == KeyEvent.VK_SPACE) {
if (isFail) {
//重新开始
isFail = false;
init();
} else {
isStart = !isStart;
}
repaint();
}
//小蛇移动
if (keyCode == KeyEvent.VK_UP) {
if (!fw.equals("D")) {
fw = "U";
}
} else if (keyCode == KeyEvent.VK_DOWN) {
if (!fw.equals("U")) {
fw = "D";
}
} else if (keyCode == KeyEvent.VK_LEFT) {
if (!fw.equals("R")) {
fw = "L";
}
} else {
//fw = "R";
if (!fw.equals("L")) {
fw = "R";
}
}
repaint();
}
//事件监听---需要通过固定事件来刷新,比如:1秒=10次
@Override
public void keyReleased(KeyEvent e) {
}
//事件监听---需要通过固定事件来刷新,1s=10次
@Override
public void actionPerformed(ActionEvent e) {
if (isStart && !isFail) {//如果游戏是开始状态,就让小蛇动起来!
//吃食物
if (snakeX[0] == foodx && snakeY[0] == foody) {
//长度 + 1
length++;
//分数加10
score += 10;
//再次随机食物
foodx = 25 + 25 * random.nextInt(34);
foody = 75 + 25 * random.nextInt(24);
}
//移动
for (int i = length-1; i > 0; i--) {//后一节移动到前一节的位置 snakeX[1] = snakeX[0];
snakeX[i] = snakeX[i - 1];
snakeY[i] = snakeY[i - 1];
}
//走向 (头移动)
if (fw.equals("U")) {
snakeY[0] = snakeY[0] - 25;
if (snakeY[0] < 75) {//边界判断
snakeY[0] = 650;
}
} else if (fw.equals("D")) {
snakeY[0] = snakeY[0] + 25;
if (snakeY[0] > 650) {//边界判断
snakeY[0] = 75;
}
} else if (fw.equals("L")) {
snakeX[0] = snakeX[0] - 25;
if (snakeX[0] < 25) {//边界判断
snakeX[0] = 850;
}
} else if (fw.equals("R")) {
snakeX[0] = snakeX[0] + 25;
if (snakeX[0] > 850) {//边界判断
snakeX[0] = 25;
}
}
//snakeX[0]=snakeX[0]+25;
//边界判断
//if (snakeX[0] > 850) {
// snakeX[0] = 25;
//}
//判断失败,撞到自己就算失败
for (int i = 1; i < length; i++) {
if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) {
isFail = true;
}
}
repaint();//重画页面
}
}
}
实行效果: